CompuServe Thread

#Shrink Wrap

6 messages in this thread
#112904From: James FranssenJul 14, 1994 2:28 PM
When working with SoftImage, I used a third-party package that would take an object, such as a flat grid mesh, and use it to wrap around a second object creating a copy of the second object, only this first object may have different vetices, properties, etc., and was mostly used to create morphs. I am familiar with skin.axp, and I have tried it on a project I am working on now, but I have not been successful in creating what I want. Maybe someone can help with suggestions. I am morphing an object from a blob to a complex computer monitor. I have used spherify.pxp to make a sphere of the monitor, then 2D scaled the sphere's vertices down to resemble a mound. I then moved various vertices around as to create a non-symetrical blob. The blob at this point is very choppy and not smooth. I assumed I could use skin.axp to create a smooth shell over the blob, and soon found that there is a lot more involved to morphing with skin.axp. My blob (template object) was not valid so I used slice.pxp to fix this problem. Everything went well after that except that skin.axp is using every vertex on the blob to position itself, which is not good in this case because I still get a choppy-like effect, only smoother. I am seeking a look that resembles spilled water or paint on a table.. not perfectly round, but curvy. I was informed that if I mess with the object on the object level, it would mess up the morph process, therefore deform.pxp is out of the question unless I can deform the vertices only. Is there an IPAS routine that will take an object and shrinkwrap it around another object with varying strengths, such as how tight or how loose it wraps? This would be an easy fix for my problem. Thanks for any help. James Franssen
#112939From: Mitch GatesJul 14, 1994 5:33 PM
Schreiber makes an IPAS called DRAPE wich allows you to "alter the shape of one mesh to conform to the shape of another mesh." I havent used it, but it's available from NW Tech Systems (206 641-3282) for about $300. Hope this helps. -Mitch
#113066From: bill "digr" lundeenJul 15, 1994 11:03 AM
i talked to schreiber yesterday and was informed that DRAPE is still not ready to ship. they think it may not ever be complete. they are crediting/refunding for those of us who hve it on back order.
#113096From: M. G. BATCHELORJul 15, 1994 2:58 PM
James, First of all, I have used programs with patch "shrinkwrap" functions as well, and also would like to see that function in 3DS. Secondly, I believe you are misunderstanding SKIN.axp. If you have ever used a spline modeler, you are no doubt familiar with creating lattices (hulls) to define/control the curves. With SKIN.axp, you use 3DS's native polygon tools to construct/edit a lattice for spline patches that you will never see in wireframe. The spline-fit functions happen in the renderer and ultimately create a bunch of triangles to render. There are rescrictions wrt building the lattices, though. In general, the vertices must be ordered in a certain way, and lofting with optimization & weld OFF will produce this ordering correctly. You can use some other primitives as per the doc's with vertex modifications. Slice.axp is NOT intended to make ANY OBJECT "skinnable". Your experiments with Skin.axp are probably "rough" due to using too high a step level on your shapes and/or path in the lofter. While working in 3DS's NATIVE modeling system, you likely want/need the step level to be higher to produce perimeter smoothness in the object. But with Skin.axp, the idea is to use a minimum of control points for the lattice. With splines (especially B-Splines), you achieve maximum smoothness via minimum control vertices. A simple 8-vertice cube with 0 step setting will produce a capped cylinder – very smooth. After you have lofted your lattice(s), you can manipulate them at any level – no problem – just don't delete any vertices in the process. Check out my Cowboy head Skin model on the disk – it is reasonably detailed & smooth, yet only uses 680 vertices for the skull. For your example object, deform the original properly constructed lattice manually or with any routine that does not add/delete vertices, to create your morph target(s). Keep in mind, using MINIMUM control vertices, your "blob" will look rough in wireframe, but should render very smoothly. With the parameters in the Skin dialog, you can control tension and bias for the smoothness direction as well as resolution. It works well. Hope this helps some. BILL
#113167From: Constance R. RothJul 15, 1994 10:33 PM
Thanks for your clear explanation of this process! Connie
#113184From: M. G. BATCHELORJul 16, 1994 12:07 AM
You're welcome, Connie. BILL